Hair trig­ger


While Ninja The­ory’s changes to launch­ing and pause com­bos were so­lu­tions to rel­a­tively straight­for­ward prob­lems, its im­ple­men­ta­tion of Dante’s pow­ered-up Devil Trig­ger mode proved more com­plex. Cap­com it­self had fid­dled with the mode’s ef­fects over the se­ries. In DMC3, for in­stance, ac­ti­vat­ing Devil Trig­ger would knock all enemies out of their attack an­i­ma­tions and deal them a lit­tle dam­age. The for­mer ef­fect re­mained for DMC4, but the lat­ter didn’t. With Devil Trig­ger, then, Ninja The­ory had free­dom to tin­ker. Since Tucker be­lieved DMC to be at its best when Dante was in the air, it was de­cided that ac­ti­vat­ing Devil Trig­ger would fling ev­ery en­emy on­screen off the ground. “The prob­lem with that [at first] was that it took away a lot of the chal­lenge,” she says, “be­cause the enemies couldn’t do any­thing. It was like a big smart bomb. You lost the more hard­core side, where you still have enemies to deal with and only get an ad­van­tage if you can avoid get­ting hit. It was re­ally tricky.” The team’s so­lu­tion was el­e­gant: enemies are knocked into the air, but then float back to earth, forc­ing you to pri­ori­tise tar­gets to get the best re­sults. Devil Trig­ger had never looked bet­ter, ei­ther, the screen drain­ing of colour, and Dante’s hair along with it.

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